Ragnarok Online

Ragnarok Online

18.10.2013 01:15:19
Swordsman Guide
VGmaster88's Swordsman Guide for Ragnarok Online, Version 3.2

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Table of Contents
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I. Introduction
II. Ragnarok Online
III. Version History
IV. Swordsman Branch of Classes
V. Swordsman Skills
VI. Knight Skills
VII. Crusader Skills
VIII. Skill builds
IX. Vitality builds
X. Agility builds
XI. Hybrid builds
XII. Intelligence builds
XIII. Luck builds
XIV. Strength/Dexterity buillds
XV. Making your own custom build
XVI. Equipment
XVII. Places to level
XVIII. Knights in PVP
XIX. Rumors and Facts about Swordsmen in the Future
XX. Faq
XXI. Future updates
XXII. Thank yous
XXIII. Contact Me
XXIV. Legal Information


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I. Introduction
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This guide was made because of the fact that nobody has made a FAQ on any
of the other classes in the Swordsman branch of classes. I feel that the
other classes you can convert to should also be put up in a real Swordsman
FAQ, therefore, I made this FAQ dedicated to the WHOLE Swordsman branch of
classes, explaining every one completly. One other thing, if you need more
information about RO as a game, and not about specific classes, I suggest
you look at Weggy's FAQ, as it explains all the basics very well. Anyway, I
hope you enjoy the FAQ. :)

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II.Ragnarok Online
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Ragnarok Online, as you should hopefully know, is an MMORPG made in Korea
by Gravity. This guide, is dedicated to that game's class, the Swordsman,
hopefully you should know that much. If you don't, however, you can go read
Weggy's FAQ, it will give a more in-depth explanation about the game as a
whole.

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III. Version History
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Version 1.0 - Initial Release. I plan on doing other updates as Ragnarok
gets updated or I get sent in new information I did not know of in the past.

Version 1.1 - Corrected a TON of typos, and corrected/added some info that
I forgot to put in before on certain skills along with a few other minor
things. I'm now working on making card combinations that would work really
good with the swordsman class. The next update will include it all, and it
will add a ton to this faq, considering the builds all include a lot of
information.

Version 1.2 - I haven't updated for a while due to personal problems in
real life, but this guide will start getting updated quite a bit from now
on. This one includes a new FAQ section, I have been receiving e-mails with
questions about my guide, and I decided it would be easier on me and
everybody else if I could solve their questions without having to e-mail
me, so I put it up.

Version 1.3 - Updated the equipment section with a few things. Accessories,
and cards. I put a list of good, powerful cards that would work really well
with swordsman.

Version 1.4 - I updated the equipment section even more. I have now put a
list of equipments that you should get as you go along the game, raise levels,
and get more money.

Version 1.5 - Added a section talking about swordsman, what to do to become
them, and some more stuff about swordsman, after all, this guide is based
on the swordsman class :).

Version 1.6 - I put in the various stats of Ragnarok Online (ie. STR, INT,
etc.) and how much they effect Swordsman, which ones are good to train,
etc.

Version 1.7 - Hi all. This really isn't an update as I haven't added
anything new in here, I have been trying to find something but I am having
trouble finding ways to make this guide even better. So I ask you, if you
have ever noticed something that you would have liked to see in this guide,
but didn't, please e-mail me at vgmaster88@yahoo.com telling me what it is.
I want to make this guide as good as possible, and the best way to do that
is to know what the people that read it want to see.

Version 1.8 - Didn't get any e-mails, so I haven't really updated. This
update only consists of an altering of the stat builds, getting a bit more
specific. Also, please, if you have ANY suggestions for this guide, PLEASE
send them to vgmaster88@yahoo.com, it will be much appreciated, and I will
give you full credit for your idea.

Version 1.9 - I added in a list of ways to contact me, so it's easier to
send in suggestions or anything else about this guide to me now. I also
fixed some information on the skill "Spear Stab". I plan on having an
update soon with quite a bit of new information in it, which should be done
sometime this month.

Version 2.0 - I updated quite a few things here. I got in the exact levels
at which Knights get stat bonuses from job levels, I also updated the
builds with new information, and corrected the skill "Spear Boomerang".
Along with a few other minor things which you may or may not notice.

Version 2.1 - I decided to add in some of the skills that is RUMORED for a
Crusader to have when the class comes out. NOTE! I am not saying Crusaders
will have these skills, but this is what I am hearing, and so I thought I
would add these just to give you somewhat of a peak as what COULD be in the
future of RO.

Version 2.2 - Added even more Crusader skills. Obviously Crusaders won't
have as many skills as I put there, unless they are a total skill machine
(plus some closely resemble others, so they most likely won't put BOTH of
them in) so a lot of skills will probably be getting deleted when Crusaders
actually get released, but a lot also being added.

Version 2.3 - I added a Knights in PVP section to the guide. I haven't
updated in a while because I've been somewhat stalling waiting for
Crusaders to come out, and I would go from there, but since JRO just
recently went into episode 1.5, and PVP is a big thing, I figured I should
talk about how knights fair in PVP, and give strategies and all that good
stuff ^_^.

Version 2.4 - Yes, I know, my guide is becoming WAY outdated, infact,
this isn't even an update, this is just to let you guys know I am NOT
dead. As a matter of fact, I have been actively playing RO and really
have not had time to update this guide, but, since it really needs it,
I am giving this guide a HUGE update soon, filled with tons of new builds,
slight editing on other builds, MAJOR editing on leveling spots, and I
will also have several other nice little-big things coming. This update
is going to be finished approximatly sometime in the end of march or the
beginning of April. Hope your all having fun playing RO. ^_^

Version 2.5 - Well, I updated it, even though I'm wayyyyyy late, so
many things going on right now T_T. Anyway, this new update has
several new builds, the leveling spots have been changed a ton, corrected
a few errors on some of the skills that I made, and have added a
"Rumors and facts about Swordsmen in the future section." I'm also editing
the equipment section a TON, which really needs to be changed as I have
noticed several flaws in it. I should have the equipment section ready
by the next update, which is in a few days. I have also changed the PVP
section a little bit, and added in the fact that there is now a swordy
quest which you must complete to become a swordy. More stuff will be coming soon.

Version 2.6 - Once again, I have waited ages to update this guide, but what
the heck, better late than never. This update contains updates on the
equipment section mainly, which was definatly needing to be updated.
I also changed a few minor things not worth mentioning. Chances are, you
will start seeing a lot of updates like this in the near future, as I have
a lot more freetime during my summer vacation, a lot of freetime to kill
means a lot of more updates for the guide, which is really good, as I won't
need to worry about it becoming outdated.

Version 2.7 - This update contains two things. First off, I'm slightly altering
some of my guilds in the guide, because some of them...kinda sucked and there
were better ones =X. Second thing, I'm finally fixing all the Crusader skills as
they have been confirmed now, and we all have a general idea of what they do.
Everything else I'm doing isn't really worth mentioning, just minor things.

Version 2.8 - Wheee, I finally figured out a way to take the information on a
korean site, translate just one word of it, and get most of the information for
the crusader skills. In other words, I have all the exact details on most of the
Crusader skills now, and this update is just that. Now all I need is the
pre-requisites for these skills and the rest of the skill information and I
will be able to put in the crusader skill builds, which will be a nice update
for this guide, hopefully taking it over 100 KB =D.

Version 2.9 - I edited a few little things. The main thing done in this update
is me making my builds a bit different, I have changed my oppinion on a few
things thus changing my stats on the builds quite a bit. In the next update,
I plan on adding two big things. One of them is of course, the rest of the
crusader skills and the pre-requisites for the other ones, ALONG with the
crusader skill builds. The other thing is, a section called "How to make
your own build". It will give you a few basic tips, a link to a stat/skill
calculator, and etc., showing you how to design your own build, so you
can try out a few things of your own and you can also make slight
variations to the builds in this guide.

Version 3.0 - Finally finished up the Crusader skills section, and added
in the Make your own build section. I plan to do a few fixes to this guide
soon, as I have noticed several errors I have made in a few of the things
I have put here. Nothing too serious but just something that's like "ugh,
I HAVE to fix that." It's just kind of annoying to stare at it over and over
each time I update this guide. I probably won't have any updates for these
fixes, but I will still try to find new things to update the guide's content
with.

Version 3.1 - Wellies, it's that time again. Yes, that's right, time to say
oopsie I didn't have time to update this guide but here I go again =D. Well,
at least this is a fairly big update, containing all of the comodo updates,
and going to say a little about turtle island and etc. in the what's to come
section. As for my reason, I've been really busy with school, and when I'm not
at school, I'm either doing something with friends, playing RO, or some other
console RPG, so I just haven't had enough time to update the guide. Getting
my knight to level 85+ and having nearly if not 100 mil in equipment has taken
a while, so, guess that's my excuse for not updating for a while this time XD.
And yes, I do know that my equipment and PVP section need a MAJOR update, but
I am going to be putting that off for a while...hopefully we might get PVP by
the time that happens and I'll be able to give you a PVP view from a high
level player's perspective. Until then, please try to bear with me on the
equipment section (which I know I really need to change) and the PVP section
which isn't so good, but shouldn't matter since we don't have PVP quite yet.

Version 3.2 - Ok ok...so this isn't really an update. I've been busy as heck
lately between school, FF XI, and all the other crap going on right now that
I haven't had much time for RO, and certainly no time for this guide. I realize
that iRO now has PVP and there are TONS of corrections that need to be made with
this guide. However, I cannot mess with that right now. Chances are, I will
do another update during the Thanksgiving Holidays (for the US), and I will do
another fairly large one during the Christmas Holidays. Until then though, I
will most likely be busy as heck. I am sorry for not being able to keep up with
this for now, but this guide is going to become outdated until then. However I
plan on keeping it up better than ever when I get some free time going.

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IV. Swordsman Branch of Classes
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My personal favorite Branch of Classes and the one I play as the most. The
reason I am not saying the Swordsman/Knight Class is because of the fact
that RO (Ragnarok Online) will soon have the Crusader added as another
secondary class, and then later on even adding some 3rd level job classes.
Anyway, here is a brief explanation of what the swordsman branch is all
about. The swordsman group is meant for fighting in melee combat with the
enemy/enemies. They are meant to do more damage with physical attacks than
any other class in the game, while being able to take the most damage. If
you like being the type to charge in taking on multiple enemies by
yourself, then this is a great class for you.

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Stats and what they do for Swordsman
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This section is about what stats do for Swordsman, how good they are, and
if they are worth putting status points into if you are training a
swordsman.

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Strength (STR) - This one of the most important stats for a Swordsman. It
is a stat all types will want to raise to extremly high amounts. This stat
raises your minimum and maximum damage, and also raises how much weight you
can carry. Also, every 10 points you put into STR, you get a bonus to your
minimum and maximum damage.

10 STR: +1 Min/Max damage
20 STR: +4 Min/Max damage
30 STR: +5 Min/Max damage
40 STR: +8 Min/Max damage
50 STR: +10 Min/Max damage
60 STR: +12 Min/Max damage
70 STR: +13 Min/Max damage
80 STR: +15 Min/Max damage
90 STR: +17 Min/Max damage
100 STR: +19 Min/Max damage

Note: When I say at 50 STR, you get +10 Min/Max damage, that also means the
+ _ Min/Max damage from the 40 STR bonus, 30 STR bonus, and everything else
below it. So at 50 STR, you would get a +29 Min/Max damage bonus.

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Vitality (VIT) - Another really good stat for a Swordsman. Most Swordsman
choose to either raise this or Agility, while the rest choose to raise
both, reason being that they are the two main defense stats. Vitality
lowers the damage you take from enemies by 1 point per vit, raises your
maximum HP, how fast you recovery HP naturally, and how fast you recover HP
with items. At higher levels this stat will add a lot to your max HP. It
also decreases the time you are inflicted with status effects, AND decreases
the chances you get inflicted with it in the first place. With high enough
vit, you will find yourself rarely get inflicted with status effects, and
when you do, it will last barely a second.

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Agility (AGI) - This is the other main defense stat in the game. This stat
raises your ability to dodge attacks from enemies, while slightly raising
your attack speed. Also, if you have heard that AGI Swordsman aren't as
good as AGI Thiefs, that is not true at all. There are differences between
the two, but neither one is really better. The AGI Swordsman has HP
recovery and hits harder, while the Thief hits faster, and dodges more. If
I wanted a pure AGI character, I would make it a thief, but an AGI
Swordsman would not be a bad character to raise, as long as you got some
vit, which is completly essential. And yes, I do have some agi builds
in my guide with no vit, but that's for the people who choose to find out
just what it's like to raise one for themself.

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Dexterity (DEX) - This is another good stat for a Swordsman. It raises
minimum damage, attack speed, and accuracy. You might not want to raise it
too much past 40 base, because once you go past there, you won't be getting the
advantage of having an accuracy boost anymore, because your dex will be at
a high enough level to hit almost everything 100% of the time. Of course,
there are really strong bosses that will be able to dodge you quite a bit,
you just need to use ancient weapons for them or something else. Or, you could
live with it and just use strong weapons with a good hit bonus to hit often,
and do decent damage.

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Luck (LUK) - This stat increases how much you hit with a critical attack.
Every 3 luck raises your critical hit chance by 1%, which with 30+ luck,
that can help a critical swordsman class very much. Also, every 10 luck
increases your perfect dodge by 1%, which is how much you dodge regardless
of your opponent's hit rate, and every 5 luck raises your min/max damage
by 1. I wouldn't recommend raising this too high, but for critical swordsman
you might want to get it to around 30. It also decreases the time some
status effects last, whenever you get inflicted with them, such as poison.

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Intelligence (INT) - This stat shouldn't be raised past 1 for any knights
except those who are INT based, which shouldn't be too many. Unless you raise
this stat very high, it won't really help your SP recovery all that much, and
the max SP bonus doesn't really help that much either, and that's the only
two ways this stat helps since knights don't have magic attacks. So just
don't raise this stat that much unless you want to be able to bash like a nut.

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Becoming a Swordsman
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As a Novice, go into the Training Grounds area, where you can start playing
Ragnarok. I highly suggest you go through the whole course, as you will get
experience, some zeny, and some starting items, before you just go out into
the world of Ragnarok. After going through it, you should go outside
whatever town your in, and start fighting the enemies around there. If you
see any porings, fabres, or lunatics (you should, nomatter what town you
were in) start attacking them. Then once you have killed enough, start
buying some better equipment than your knife and cotton shirt. Once you
reach about level 6-7, you can probably kill a willow, and at level 10 you
should be killing roda frogs. Then once you reach job level 10, you need to
walk to Izlude. If you need to know where that is, just look on the
official site and look at a map of Rune-Midgard. Once there, walk to the
easternmost building, and in there, you will apply for a test, that after you
complete, you can become a swordy. What you have to do is, walk through
several different paths without falling off. After doing this, you can finally
become a swordsman. You should notice how much your HP has increased,
and go outside, back to killing weak things, and learning some of your skills.
Here I will list the stat boosts you get as you gain job levels

Job level 2: 1 STR
Job level 6: 1 VIT
Job level 10: 1 DEX
Job level 14: 2 STR
Job level 18: 2 VIT
Job level 22: 2 DEX
Job level 26: 1 LUK
Job level 30: 1 AGI
Job level 33: 3 STR
Job level 36: 3 DEX
Job level 38: 3 VIT
Job level 40: 4 STR
Job level 42: 4 VIT
Job level 44: 2 LUK
Job level 46: 2 AGI
Job level 47: 5 STR
Job level 49: 6 STR
Job level 50: 7 STR

NOTE! These are JUST the stats you gain as your job level increases. Also
note, when I say 7 STR at job level 50, I do NOT mean that you get +7 STR
just for that one level, I mean with all the other job levels combined, you
will have +7 STR on your status menu, not +28 STR.


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Becoming a Knight
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Well, there isn't really much needed to be said about becoming a Knight.
Once you reach Job Level 40, go to where you sign up to enter culvert (I
am going to assume you know where that is, after all, you are job level
40 now) and talk to the Knight. He will let you change into a Knight.
The first thing you will probably notice is that you will get a GIGANTIC
HP boost. I went from 2.1k HP to 4.4k+ HP myself. Now, go out and kill
some bigfoot or something to get a few job levels :). Here's the stat
boost a Knight gets.

Job level 1: 1 VIT
Job level 3: 2 VIT
Job level 4: 1 STR
Job level 5: 1 LUK
Job level 8: 3 VIT
Job level 10: 2 STR
Job level 11: 1 DEX
Job level 12: 1 AGI, 4 VIT
Job level 15: 3 STR
Job level 17: 5 VIT
Job level 18: 6 VIT
Job level 19: 2 DEX
Job level 20: 2 LUK
Job level 21: 7 VIT
Job level 22: 4 STR
Job level 27: 5 STR
Job level 28: 3 LUK
Job level 29: 8 VIT
Job level 31: 3 DEX
Job level 33: 6 STR
Job level 36: 9 VIT
Job level 37: 4 LUK
Job level 38: 2 AGI
Job level 40: 4 DEX
Job level 43: 10 VIT
Job level 46: 7 STR
Job level 47: 8 STR
Job level 48: 5 DEX
Job level 49: 6 DEX

I would like to GREATLY thank blu_sphere for this information, I had no
clue as to what levels you gained which stats except for the early job
levels prior to his e-mail.

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V. Swordsman Skills
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Here are the skills you can choose from during your Swordsman career, after
you class change however, you will be able to learn more.

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Increase HP Recovery (passive)
Increases the rate you regain HP while staying still

Level 1: 5 + (Max HP/500) HP every 10 seconds + 10% healing from healing
items
Level 2: 10 + (Max HP/450) HP every 10 seconds + 20% healing from healing
items
Level 3: 15 + (Max HP/400) HP every 10 seconds + 30% healing from healing
items
Level 4: 20 + (Max HP/350) HP every 10 seconds + 40% healing from healing
items
Level 5: 25 + (Max HP/300) HP every 10 seconds + 50% healing from healing
items
Level 6: 30 + (Max HP/250) HP every 10 seconds + 60% healing from healing
items
Level 7: 35 + (Max HP/200) HP every 10 seconds + 70% healing from healing
items
Level 8: 40 + (Max HP/150) HP every 10 seconds + 80% healing from healing
items
Level 9: 45 + (Max HP/100) HP every 10 seconds + 90% healing from healing
items
Level 10: 50 + (Max HP/50) HP every 10 seconds + 100% healing from healing
items

Comments: EXTREMLY useful skill. This skill is any type of swordsman's best
friend. Also, as you get more max HP, it keeps getting better. At level 10
with 5000 max HP, this skill would heal you an additional 150 HP every 10
seconds! Also, it ups the amount of healing you get from items! At level 10
it gives 200% healing for all healing items! This would make White Potions
heal 500 HP, NOT including the bonus from VIT. If you are a swordsman, this
skill is a must have.

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One Handed Sword Mastery (Passive)
Increases the attack power of one handed swords.

Level 1: Attack + 4
Level 2: Attack + 8
Level 3: Attack + 12
Level 4: Attack + 16
Level 5: Attack + 20
Level 6: Attack + 24
Level 7: Attack + 28
Level 8: Attack + 32
Level 9: Attack + 36
Level 10: Attack + 40

Comments: This skill is extremly useful if you plan on using 1 handed
swords, as it raises your MINIMUM and MAXIMUM damage. If your going to be
using one handed swords, I STRONGLY recommend maxing out this skill,
however I personally prefer 2 handed swords.

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Two Handed Sword Mastery (Passive)
Increases the attack power of two handed swords.
Prerequisites - Level 1 One Handed Sword Mastery

Level 1: Attack + 4
Level 2: Attack + 8
Level 3: Attack + 12
Level 4: Attack + 16
Level 5: Attack + 20
Level 6: Attack + 24
Level 7: Attack + 28
Level 8: Attack + 32
Level 9: Attack + 36
Level 10: Attack + 40

Comments: This skill is the same as 1 handed sword mastery except it is
with two handed swords. Although you cannot use shields with two handed
swords, I prefer the extra attack power rather than the extra defense.
Also, a lot of the knight's skills revolve around 2 handed swords, so I
think this would be the better choice to go with.

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Bash (Active)
Attacks the enemy with an extremly powerful hit. Give you a +25% chance to
hit the enemy as well.

Level 1: 133% Damage - 8 SP
Level 2: 166% Damage - 8 SP
Level 3: 200% Damage - 8 SP
Level 4: 233% Damage - 8 SP
Level 5: 266% Damage - 8 SP
Level 6: 300% Damage - 15 SP
Level 7: 333% Damage - 15 SP
Level 8: 366% Damage - 15 SP
Level 9: 400% Damage - 15 SP
Level 10: 433% Damage - 15 SP

Comments: A pretty good skill. It doesn't always do the full % extra
damage, but you can increase your chances by getting a higher dex. Also,
don't go past level 5 bash until you have 70+ SP, because it will be
useless since you will only be able to use it a few times before running
out.

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Magnum Break (Active)
Causes a fire elemental explosion hitting all nearby enemies and knocking
them back.
Prerequisites - Level 5 Bash
15 SP used on all levels

Level 1: -20 HP, 115% Damage
Level 2: -20 HP, 130% Damage
Level 3: -19 HP, 145% Damage
Level 4: -19 HP, 160% Damage
Level 5: -18 HP, 175% Damage
Level 6: -18 HP, 190% Damage
Level 7: -17 HP, 205% Damage
Level 8: -17 HP, 220% Damage
Level 9: -16 HP, 235% Damage
Level 10: -16 HP, 250% damage

Comments: This skill is excellent in pushing back mobs, if you use endure,
then hit the enemy with this skill, you'll have plenty of time to escape.
It is also required for getting the all powerful bowling bash skill as a
knight. You should probably not level this skill up past 3

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Provoke (Active)
Lowers the enemie's defense but raises attack power.
10 SP used on all levels.

Level 1: Enemie's Attack + 2%, Defense - 6%
Level 2: Enemie's Attack + 4%, Defense - 12%
Level 3: Enemie's Attack + 6%, Defense - 18%
Level 4: Enemie's Attack + 8%, Defense - 24%
Level 5: Enemie's Attack + 10%, Defense - 30%
Level 6: Enemie's Attack + 12%, Defense - 36%
Level 7: Enemie's Attack + 14%, Defense - 42%
Level 8: Enemie's Attack + 16%, Defense - 48%
Level 9: Enemie's Attack + 18%, Defense - 54%
Level 10: Enemie's Attack + 20%, Defense - 60%

Comments: This skill is ok, not very useful. I use it for one thing,
and that is tanking, to get non aggressive monsters to come to me. However,
it will also be useful when fighting vit knights in PVP/guild wars, WHEN
you are an agi based knight or maybe even a hybrid with good dodge. I
wouldn't recommend maxing it out unless you plan to go to job level 50
as a Swordie.

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Endure (Active)
Prevents you from flinching when being attacked.
Prerequisites - Level 5 Provoke

Level 1: Lasts 10 seconds
Level 2: Lasts 10 seconds
Level 3: Lasts 15 seconds
Level 4: Lasts 15 seconds
Level 5: Lasts 20 seconds
Level 6: Lasts 20 seconds
Level 7: Lasts 25 seconds
Level 8: Lasts 25 seconds
Level 9: Lasts 30 seconds
Level 10: Lasts 30 seconds

Comments - Very useful skill to escape mobs. You will never need more than
level 1 of this skill, but if it makes you feel safe level it up more, but
don't go to 10, since it isn't any better than level 9.

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Moving HP Recovery (Passive)
Allows you to recover HP by Walking
Pre-requisites : Job level 35

Level 1: Recover HP at 25% of the speed you would normally recover standing
up, does not include increase HP recovery

HOW TO OBTAIN: With Moving HP Recovery, Attack Weak Point, and Auto Berserk,
you have to go and give a certain amount of items for a "quest" to a specific
NPC. The items for Moving HP recovery are 1 Padded Armor (which you get to keep),
500 empty bottles, and a rocker doll. The NPC is located in the building on the
far east side of Izlude.

Comments: This is a VERY good skill. Even if you are pure agi, this skill will
still help a little bit, and it certainly couldn't hurt. But for those who have
at least some vit, they will find this skill to be pretty helpful. Although
it doesn't recover that much, it's better to be recovering a little than not
at all, right?

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Attack Weak Point (Passive)
Whenever you use bash at a level higher than 5, you have a certain percent
chance to stun the enemy
Pre-requisites: Job Level 30

Level 1:
Bash Level 6: 5% chance of stun
Bash Level 7: 10% chance of stun
Bash Level 8: 15% chance of stun
Bash level 9: 20% chance of stun
Bash level 10: 25% chance of stun

HOW TO OBTAIN: With Moving HP Recovery, Attack Weak Point, and Auto Berserk,
you have to go and give a certain amount of items for a "quest" to a specific
NPC. The items for Attack Weak Point are 10 fire arrows, 10 silver arrows,
5 royal jellies, 1 banana juice, and 10 tentacles. You can find the NPC at the
Knight guild in Prontera, if you don't know where that is, it's in the top left
hand corner of the map. Talk to Leo Von Prisch.

Comments: You will WORSHIP this skill when PVP comes around. With Bash
stunning, it makes it to where any agi character that attacks you will
not be able to do anything OR dodge for around 6 whole seconds, assuming
that they really neglected to raise vit. And even if they do have vit and
not really good ammounts, it will still work wonders. A very important skill
to invest in.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Auto Berserk (Passive)
When your HP goes below 25%, you cast level 10 Provoke on yourself.
Pre-requisites: None

Level 1: Does as stated above

HOW TO OBTAIN: With Moving HP Recovery, Attack Weak Point, and Auto Berserk,
you have to go and give a certain amount of items for a "quest" to a specific
NPC. The items for Auto Berserk are 35 powder of butterfly, 10 honey, 10 horrendous
mouths, 10 decayed nails.

Comments: This skill is ok, but not that great. If you do fall below 25% HP,
your not getting mobbed, and you don't rely on vit defense to save you (which
you shouldn't be relying on vit defense anyway, there are other points to getting
vit), and you have decent attack power, this skill is more useful than a burden,
which means go ahead and get it, if not for any other reason to say you have it.
Since the quest items aren't particularly hard to obtain anyway.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

VI. Knight Skills. These are much better and advanced than the
Swordsman's skills. There are many powerful skills to chose from, so chose
wisely.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Two Handed Quicken (active)
Increases attack speed when using two handed swords.
Pre-requisites - Level 1 Two handed sword mastery

Level 1: Lasts 30 seconds - 14 SP used
Level 2: Lasts 60 seconds - 18 SP used
Level 3: Lasts 90 seconds - 22 SP used
Level 4: Lasts 120 seconds - 26 SP used
Level 5: Lasts 150 seconds - 30 SP used
Level 6: Lasts 180 seconds - 34 SP used
Level 7: Lasts 210 seconds - 38 SP used
Level 8: Lasts 240 seconds - 42 SP used
Level 9: Lasts 270 seconds - 46 SP used
Level 10: Lasts 300 seconds - 50 SP used

Comments: An EXTREMLY useful skill for two handed sword knights. If you are
using a two handed sword, this skill is an absolute MUST HAVE. Combined with
aspd potionss, and a decent agi stat, you will be attacking like a madman =P.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pecopeco Riding (passive)
Allows you to ride a pecopeco
Pre-requisites - Level 1 Endure

Level 1: Allows you to ride a pecopeco

Comments: Pecopeco riding is nice when you want to get around faster.
Personally I think knights look cooler without a pecopeco, but that's
just me, I still ride one when I'm hunting minibosses/bosses.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cavalier Mastery (passive)
Increases attack speed while on a pecopeco.
Pre-requisites - Level 1 Pecopeco Riding

Level 1: 60% of normal attack speed
Level 2: 70% of normal attack speed
Level 3: 80% of normal attack speed
Level 4: 90% of normal attack speed
Level 5: 100% of normal attack speed

Comments: If your going to be riding a pecopeco you NEED to max out this
skill, so you won't attack slow as heck when your riding one.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Counter Attack (Active)
Allows you to block the enemy attack with your weapon, and counter with
an attack that ignores def, and has a higher hit/critical rate.
Pre-requisites - Level 5 Two handed sword mastery.
2 SP per counter attack.

Level 1: Counter mode lasts 0.3 seconds
Level 2: Counter mode lasts 0.6 seconds
Level 3: Counter mode lasts 0.9 seconds
Level 4: Counter mode lasts 1.2 seconds
Level 5: Counter mode lasts 1.5 seconds

Comments: This skill isn't as good as it was before comodo. Now, it
basically does the same thing as it did before, blocks an enemy attack,
but it doesn't always crit, hit, or do as much damage. However, it is
still somewhat useful to stay alive in certain situations. I wouldn't
even think about trying to MVP with this skill anymore, or without a priest,
period.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bowling Bash (Active)
Hits the enemy once, then they fly back and cause splash damage to all
nearby enemies, and themself. It has a 1 second cast time, and during that
time, your armor def is at 1/3, however, cast time does not cancel when hit.
Pre-requisites: Level 5 Two handed Sword Mastery, Level 10 Two hand
Quicken, Level 5 Counter attack, Level 10 Bash, Level 3 Magnum Break

Level 1: 150% Damage - 13 SP used
Level 2: 200% Damage - 14 SP used
Level 3: 250% Damage - 15 SP used
Level 4: 300% Damage - 16 SP used
Level 5: 350% Damage - 17 SP used
Level 6: 400% Damage - 18 SP used
Level 7: 450% Damage - 19 SP used
Level 8: 500% Damage - 20 SP used
Level 9: 550% Damage - 21 SP used
Level 10: 600% Damage - 22 SP used

Comments: This is a really good skill. Bash is better than it in 1 vs. 1
situations, because bash has a better hit chance, no charge time, no def loss,
and a chance to stun. This is however a good skill for taking out MVP mobs
when you run into an MVP monster, as well as if you get mobbed to just
save your ass real quickly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spear Mastery (passive)
Increases attack power with spears

Level 1: Attack + 4 (+5 on pecopeco)
Level 2: Attack + 8 (+10 on pecopeco)
Level 3: Attack + 12 (+15 on pecopeco)
Level 4: Attack + 16 (+20 on pecopeco)
Level 5: Attack + 20 (+25 on pecopeco)
Level 6: Attack + 24 (+30 on pecopeco)
Level 7: Attack + 28 (+35 on pecopeco)
Level 8: Attack + 32 (+40 on pecopeco)
Level 9: Attack + 36 (+45 on pecopeco)
Level 10: Attack + 40 (+50 on pecopeco)

Comments: A must have skill if you plan on using a spear. It works just
like the other weapon masteries and gives you +_ damage to minimum and
maximum damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pierce (active)
Stabs spear through the enemy, piercing them, it hits small enemies
once, medium enemies twice, and large enemies 3 times.
Pre-requisites - Level 1 Spear Mastery
7 SP used on all levels

Level 1: 110% Damage
Level 2: 120% Damage
Level 3: 130% Damage
Level 4: 140% Damage
Level 5: 150% Damage
Level 6: 160% Damage
Level 7: 170% Damage
Level 8: 180% Damage
Level 9: 190% Damage
Level 10: 200% Damage

Comments: Against medium or large enemies it is a GREAT skill, however
against small, just use bash, as it does more damage and doesn't get any
less hits. However, against a large enemy, imagine hitting 3 times for
double damage each hit. ^^

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spear Stab (active)
Impales the enemy with a spear and pushes them back.
9 SP used on all levels
Pre-requisites - Level 5 Pierce

Level 1: 115% Damage
Level 2: 130% Damage
Level 3: 145% Damage
Level 4: 160% Damage
Level 5: 175% Damage
Level 6: 190% Damage
Level 7: 205% Damage
Level 8: 220% Damage
Level 9: 235% Damage
Level 10: 250% Damage

Comments: This skill isn't that useful. The only thing I would use it
for if I had it was to escape from a SINGLE aggressive enemy...other
than that...it's not that great. Get it to level 3 for brandish spear,
but that's it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Brandish Spear (active)
Using a Pecopeco's strength, you swing your spear around at all angels
damaging nearby enemies. Has a 1 second casting time, during this time
your armor def is 1/3, casting time can't be canceled by getting hit.
Pre-requisites - Level 7 Spear stab, Level 1 Pecopeco riding
Uses 12 SP on all levels

Level 1: 120% Damage, 1 spread attack range
Level 2: 140% Damage, 1 spread attack range
Level 3: 160% Damage, 1 spread attack range
Level 4: 180% Damage, 2 spread attack range
Level 5: 200% Damage, 2 spread attack range
Level 6: 220% Damage, 2 spread attack range
Level 7: 240% Damage, 3 spread attack range
Level 8: 260% Damage, 3 spread attack range
Level 9: 280% Damage, 3 spread attack range
Level 10: 300% Damage, 4 spread attack range

Comments: Basically an improved version of magnum break, except you have
to be wielding a spear and be on a pecopeco. This thing has a HUGE range
of attack at level 10, you'll be hitting every enemy within 4 squares of
you! Also it has a pretty nice damage boost, making this skill quite
useful. Although it's not fire elemental, you could get a fire elemental
spear, so that would make it just like magnum break =P, except for the
spear, pecopeco, and short casting time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spear Boomerang (active)
Throw your spear long distance at the enemy.
Pre-requisites - Pierce Level 3
Uses 8 SP on all levels

Level 1: 150% Damage, 3 square range
Level 2: 200% Damage, 5 square range
Level 3: 250% Damage, 7 square range
Level 4: 300% Damage, 9 square range
Level 5: 350% Damage, 11 square range

Comments: A very good skill. At level 5 you will throw your boomerang
farther than an archer can shoot an arrow! It also does pretty high
damage, as you can see. This skill is great for killing hunters and wizzies
in PVP, so definatly invest some points into it if you want spear skills.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

VII. Crusader's Skills. Crusaders skills are all obviously defense based,
and with a bunch of these skills at decent levels, along with some good vit,
they can make crusaders the ultimate tanks. I still haven't gotten all
of the information for all the skills, or the pre-requisites for any of them,
but I am working on that now and then when I get done on that I will work on
skill builds for the crusaders.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Trust (passive)
Increase maximum HP and resistance to holy elemental attacks.

Level 1: Max HP + 200 and 5% resistance to holy elemental attacks
Level 2: Max HP + 400 and 10% resistance to holy elemental attacks
Level 3: Max HP + 600 and 15% resistance to holy elemental attacks
Level 4: Max HP + 800 and 20% resistance to holy elemental attacks
Level 5: Max HP + 1000 and 25% resistance to holy elemental attacks
Level 6: Max HP + 1200 and 30% resistance to holy elemental attacks
Level 7: Max HP + 1400 and 35% resistance to holy elemental attacks
Level 8: Max HP + 1600 and 40% resistance to holy elemental attacks
Level 9: Max HP + 1800 and 45% resistance to holy elemental attacks
Level 10: Max HP + 2000 and 50% resistance to holy elemental attacks.

Comments: This looks like it's gonna be a great skill. Increasing the
maximum HP a swordie type class is going to help it a LOT. The holy
elemental resistance won't help that much, because there aren't that many
holy elemental monsters in the game....at least not yet.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spear Quicken (active)
Increase attack speed with spears.

Level 1: Lasts 30 seconds, increases ASPD by 21% - 24 SP
Level 2: Lasts 60 seconds, increases ASPD by 22% - 28 SP
Level 3: Lasts 90 seconds, increases ASPD by 23% - 32 SP
Level 4: Lasts 120 seconds, increases ASPD by 24% - 36 SP
Level 5: Lasts 150 seconds, increases ASPD by 25% - 40 SP
Level 6: Lasts 180 seconds, increases ASPD by 26% - 44 SP
Level 7: Lasts 210 seconds, increases ASPD by 27% - 48 SP
Level 8: Lasts 240 seconds, increases ASPD by 28% - 52 SP
Level 9: Lasts 270 seconds, increases ASPD by 29% - 56 SP
Level 10: Lasts 300 seconds, increases ASPD by 30% - 60 SP

Comments: At level 10, this skill increases your attack speed with a
spear by quite a bit, however it takes a lot of SP, but it lasts a whole
5 minutes to make up for it. If you decide to use spears as a crusader,
which I wouldn't recommend doing but if you choose to anyway, this skill
could be very good for you.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Auto Guard (active)
Blocks a certain amount of attacks for 5 minutes.

Level 1: 5% chance to block an attack - 12 SP
Level 2: 10% chance to block an attack - 14 SP
Level 3: 14% chance to block an attack - 16 SP
Level 4: 18% chance to block an attack - 18 SP
Level 5: 21% chance to block an attack - 20 SP
Level 6: 24% chance to block an attack - 22 SP
Level 7: 26% chance to block an attack - 24 SP
Level 8: 28% chance to block an attack - 26 SP
Level 9: 29% chance to block an attack - 28 SP
Level 10: 30% chance to block an attack - 30 SP

Comments: A very very useful defense skill it seems. It seems to make
all physical attacks do 0 damage to you by a certain % chance, and I'm
about 99% sure that's what it actually does now, this will be confirmed
very soon.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Shield Charge (active)
Pre-requisites - Level 5 auto guard
Hits and knocks back an enemy with a low chance of stunning it.
Takes 10 SP at all levels

Level 1: 120% damage, 20% chance of stun, knocks back 5 squares
Level 2: 140% damage, 25% chance of stun, knocks back 6 squares
Level 3: 160% damage, 30% chance of stun, knocks back 7 squares
Level 4: 180% damage, 35% chance of stun, knocks back 8 squares
Level 5: 200% damage, 40% chance of stun, knocks back 9 squares.

Comments: This seems like a pretty useful skill, sort of like an alternative
weird version of bash, but it looks pretty nice, and has quite a high
chance of stunning at level 5.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Shield Boomerang (active)
Pre-requisites: Level 3 shield charge
Long ranged shield throwing attack. Damage done is effected by weight
and the upgrades on shield.
Uses 12 SP at all levels

Level 1: 130% damage, 3 square range
Level 2: 160% damage, 5 square range
Level 3: 190% damage, 7 square range
Level 4: 220% damage, 9 square range
Level 5: 250% damage, 11 square range

Comments: This seems a lot like spear boomerang, except hopefully it
will have potential to do just as much if not more damage than spear
boomerang because of the upgrades and weight effecting how much damage
it does.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Reflect Shield (active)
Pre-requisites: Level 3 shield boomerang
Counter attack an enemy with a certain amount of physical damage taken
by the enemy, for 6 minutes.

Level 1: Deflect 13% damage back at the enemy - 35 SP
Level 2: Deflect 16% damage back at the enemy - 40 SP
Level 3: Deflect 19% damage back at the enemy - 45 SP
Level 4: Deflect 22% damage back at the enemy - 50 SP
Level 5: Deflect 25% damage back at the enemy - 55 SP
Level 6: Deflect 28% damage back at the enemy - 60 SP
Level 7: Deflect 31% damage back at the enemy - 65 SP
Level 8: Deflect 34% damage back at the enemy - 70 SP
Level 9: Deflect 37% damage back at the enemy - 75 SP
Level 10: Deflect 40% damage back at the enemy - 80 SP.

Comments: A very very good skill, but also very SP costly. But this
allows a bunch of the damage the enemy would have done to you to be
thrown back at it, really useful for high attack monsters and also when
your getting mobbed but have an HP advantage, and in pretty much any
situation.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Holy Cross (active)
Attack that does damage and has a chance to blind the enemy

Level 1: 135% damage, 3% chance of blinding - 11 SP
Level 2: 170% damage, 6% chance of blinding - 12 SP
Level 3: 205% damage, 9% chance of blinding - 13 SP
Level 4: 240% damage, 12% chance of blinding - 14 SP
Level 5: 275% damage, 15% chance of blinding - 15 SP
Level 6: 310% damage, 18% chance of blinding - 16 SP
Level 7: 345% damage, 21% chance of blinding - 17 SP
Level 8: 380% damage, 24% chance of blinding - 18 SP
Level 9: 415% damage, 27% chance of blinding - 19 SP
Level 10: 450% damage, 30% chance of blinding - 20 SP

Comments: This skill seems pretty good. It's like a bash with a little
more damage, a nice chance of blinding, and a little more SP cost.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Grand Cross (active)
Pre-requisites: Level 10 trust and level 6 holy cross
All demons and undeads except bosses on screen are blinded by this skill
and take damage.

Level 1: 140% damage - 37 SP
Level 2: 180% damage - 44 SP
Level 3: 220% damage - 51 SP
Level 4: 260% damage - 58 SP
Level 5: 300% damage - 65 SP
Level 6: 340% damage - 72 SP
Level 7: 380% damage - 79 SP
Level 8: 420% damage - 86 SP
Level 9: 460% damage - 93 SP
Level 10: 500% damage - 100 SP

Comments: As you can see, this skill is EXTREMLY powerful in areas that
have nothing but undeads and demons, the most powerful skill the crusader
has. The only thing is, it costs 100 SP at max level, so you can't spam it
like a nut to kill everything on the screen, as you will run out of SP, unless
you bring blue pots of course.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Devotion (active)
Pre-requisites: Level 4 Grand Cross, level 5 reflect shield
Receive all damage done to your party and guild. Members must
be on the same map of the caster. Does not work for other Crusaders in your
party and guild. The damage is based on your defense, not other members.
Uses 25 SP at all levels

Comments: Paired with Defender, this skill is amazing. This skill alone will
make these guys the ultimate tank. Because they can tank any kind of monster
for ANY class, because they will always be receiving the damage. This skill
seems really powerful, and will make crusader tanks in high demand, because
they can tank a higher variety of monsters. Plus when your partying, and you
don't want your wizards and hunters to be getting hit taking massive damage,
you can just use this and take it for them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Defender (active)
Pre-requisites: Level 1 Shield Boomerang
Reduces damage dealt by physical, short ranged attacks. Caster is slowed down.
Uses 30 SP and lasts 3 minutes at all levels

Level 1: -20% damage
Level 2: -35% damage
Level 3: -50% damage
Level 4: -65% damage
Level 5: -80% damage

Comments: Basically this skills makes it to where you move slow, and maybe
have less flee/aspd, but your defense goes up a ton. Chances are this skill
will be good for tanking crusaders, especially paired with devotion, all
parties can sit back killing while not having to worry about getting hit,
because the crusader will be taking all the damage which is nothing to them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Providence (active)
Increases resistance to damage taken from Demon and to Holy property attacks.
Costs 30 SP and lasts 3 minutes at all levels

Level 1: 5% less damage taken
Level 2: 10% less damage taken
Level 3: 15% less damage taken
Level 4: 20% less damage taken
Level 5: 25% less damage taken

Comments: This skill seems kind of good, since most of the more powerful
monsters in the game are demon, you will take less damage from them. Once
again, there aren't very many holy elemental monsters in the game yet, so
it's just sort of a small bonus.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pecopeco Riding (passive)
Allows you to ride a pecopeco
Pre-requisites - Level 1 Endure

Level 1: Allows you to ride a pecopeco

Comments: Riding a pecopeco means faster walking speed. I'm assuming this
is all it does for the Crusader class just like it does for the knight
class.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cavalier Mastery (passive)
Increases attack speed while on a Pecopeco.
Pre-requisites - Level 1 Pecopeco Riding.

Level 1: 60% of normal attack speed
Level 2: 70% of normal attack speed
Level 3: 80% of normal attack speed
Level 4: 90% of normal attack speed
Level 5: 100% of normal attack speed

Comments: If your going to be riding a Pecopeco, you need to max this
skill, so you won't attack as slow as heck when your riding one.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spear Mastery (passive)
Increases attack power with spears

Level 1: Attack + 4 (+5 with pecopeco)
Level 2: Attack + 8 (+10 with pecopeco)
Level 3: Attack + 12 (+15 with pecopeco)
Level 4: Attack + 16 (+20 with pecopeco)
Level 5: Attack + 20 (+25 with pecopeco)
Level 6: Attack + 24 (+30 with pecopeco)
Level 7: Attack + 28 (+35 with pecopeco)
Level 8: Attack + 32 (+40 with pecopeco)
Level 9: Attack + 36 (+45 with pecopeco)
Level 10: Attack + 40 (+50 with pecopeco)

Comments: This skill is good, assuming you want to use spears. If you
are going to be using spears are a crusader, which I don't recommend you
do, then go ahead and get this skill, as it is quite vital to your success
as a spear crusader.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Heal (Active)
Heal yourself and others for a certain amount of HP.
The formula for SP cost is 10 + (skill level X 3)

Levels 1-10: Each level increases your heal by a certain amount.
Although there are fixed calculations, depending on your int, skill level
and base level, to show how much your heal will do, I don't have the
formula nor the chart which shows it. I will later try to get a chart
in here showing how much your heal will do depending on the skill level,
int, and base level.

Comments: I don't really think this skill would be that great for crusaders,
since I doubt any of them are going to be int based, and priests will always
be the best healers.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cure (Active)
Cure targets from Silence, Curse, and Blind
Pre-requisites: Level 2 heal

Level 1: Cure targets from Silence, Curse, and Blind (as said above)

Comments: This skill will probably be useful after monster skills and
them inflicting status ailments on us is enabled, right now it's pretty
useless though, except for PVP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Divine Protection (passive)
Increase defense against demon/undead monsters.

Level 1: +3 Def
Level 2: +6 Def
Level 3: +9 Def
Level 4: +12 Def
Level 5: +15 Def
Level 6: +18 Def
Level 7: +21 Def
Level 8: +24 Def
Level 9: +27 Def
Level 10: +30 Def

Comments: This skill would be useful when fighting undead/demon enemies,
especially combined with the crusader class and it's other skills, it
will make you take VERY little damage from these type of monsters.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DemonBane (passive)
Increase attack power against demon/undead monsters.
Pre-requisites: Level 3 Divine Protection

Level 1: +3 Atk
Level 2: +6 Atk
Level 3: +9 Atk
Level 4: +12 Atk
Level 5: +15 Atk
Level 6: +18 Atk
Level 7: +21 Atk
Level 8: +24 Atk
Level 9: +27 Atk
Level 10: +30 Atk

Comments: I don't find this skill very useful for crusaders. Although you
will be able to get a big damage boost with this combined with your weapon
mastery, I just don't find it to be that great of a skill, since there are
better skills for crusaders.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VIII. Skill builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Please note before reading this section this all assumes you converted
to Swordsman at job level 40. I will probably add a section for people
that want to convert at job level 50 eventually, but that's not something
I'm super concerned with for now. Just put points into whatever you want
if you seriously want to go for job 50, you probably have an idea of
why you want to go there on your own.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spear/One Handed Sword Build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Increase HP recovery level 10
One handed sword mastery level 10
Bash level 5
Magnum break level 3
Bash level 10
Provoke level 5
Endure level 1
Convert to Knight
Spear Mastery level 10
Pecopeco Riding level 1
Cavalier Mastery level 5
Pierce Level 10
Spear Stab level 3
Brandish Spear level 10
Spear Boomerang Level 5

Comments: You have six skill points left over, you can do whatever you
want with them, as it won't really make an effect on how you play the game
at all, since you are mostly spear and One Handed Sword based. I would
probably go ahead and get counter attack, since it's useful with any weapon.

~~~~~~~~~~~~~~~~~~~~~~
Two Handed Sword build
~~~~~~~~~~~~~~~~~~~~~~

Increase HP recovery level 10
One handed sword mastery level 1
Two handed sword mastery level 10
Bash level 5
Magnum break level 3
Bash level 9
Provoke level 5
Endure level 1
Convert to Knight
Bash level 10
Two handed quicken level 10
Pecopeco Riding level 1
Cavalier Mastery level 5
Counter Attack level 5
Bowling Bash level 10

Comments: This is for people who like swords swords swords =P. Honestly
though, it's good to have a few points into something else, either spear
or 1 handed sword, so you can use a shield in certain situations, which
you might find extremly useful. Shields can add a ton to your def, with
one being +5 and having the right 30% damage reduction card.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IX.Vitality builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As many of you know, there are several types of stat builds to chose
from. Here I will explain the vitality type. They are meant to take hits
from monsters, and for it to do barely any damage to them compared to
their max HP. Vitality makes it to where you take less damage from
attacks, have increased max HP, recover HP faster naturally, and from
items. Here is how a vitality build would want to make their stats.
Starting stats would be 9 STR, 5 VIT, 9 AGI, 5 DEX, 1 LUK, 1 INT.
Below are what you should raise your stat to in order, keep in mind this
is WITHOUT bonuses from accessories, job levels, cards, etc.

Str: 20
Dex: 20
Vit: 50
Str: 30
Dex: 25
Vit: 70
Str: 60
Dex: 31
Luk: 3
Vit: 80
Str: 80
Vit: 99
Str: 92

Here is what your finishing stats should look like:

Str: 92+8
Vit: 99+10
Agi: 9+2
Int: 1+0
Dex: 31+6
Luk: 3+4

Comments: With this build, you'll be taking an significant less amount
of damage from your enemies. Enemies that have 150 attack power will
only do 1s to you (with your armor added in). With the 105 vit, you'll
also have massive HP (if your a knight, somewhere around 20k hp). I have
also made sure that as of now, you have enough dex with this build to
hit every monster 100% of the time, so you don't have to worry about
that. You also have 100 str, something all knights absolutly need.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
X. Agility builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These types want to deal damage fast, hit the enemy every time, and not
be hit most of the time. These are pretty good, but when you get hit, it
HURTS, and you don't have much hp to make up for it. If you like being
able to laugh at an enemy missing you every attack, this type provides
just that. The starting stats for this build are 9 Str, 9 dex, 9 agi, 1
vit, 1 luk, 1 int. Here is the stat build for this type.

Str: 20
Dex: 20
Agi: 50
Str: 30
Dex: 25
Agi: 70
Str: 50
Dex: 31
Str: 60
Luk: 3
Agi: 80
Str: 80
Agi: 99
Str: 92

Here are what your finishing stats should look like:

Str: 92+8
Agi: 99+2
Vit: 1+10
Int: 1+0
Dex: 31+6
Luk: 3+4

Comments: This build is GREAT at dodging. You should be able to dodge
the orc hero 95% of the time, and even stronger bosses like baphomet
more than 80% of the time. Of course, all regular monsters will miss you
95% of the time, unless you get mobbed by quite a few things at once.
You will also attack at an EXTREMLY fast speed, which is nice.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XI. Hybrid builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These types get most of the advantages from BOTH agi and vit. This is
why I prefer this build to others, and is the type I use. It's like
getting 70% of one of the advantages from one, and 70% of the other. Or
you can alter it a little to get different amounts, like 80% from one
and 60% from another. thats where there are three types of the hybrid.
Vit/Agi hybrid prefers Vit a bit more to Agi, while Agi/Vit hybrid
prefers Agi to Vit. And finally, the Vit-Agi hybrid levels the two stats
up equally. They all want to start out with 9 str, 9 agi, 5 vit, 5 dex,
1 luk, 1 int. Here are the stat build-ups for each

Vit/Agi Hybrid

Str: 20
Dex: 20
Vit: 40
Agi: 30
Vit: 50
Str: 30
Dex: 25
Agi: 40
Vit: 60
Agi: 51
Str: 40
Dex: 30
Luk: 3
Str: 70
Vit: 80
Str: 92

This is what your finishing stats should look like:

Str: 92+8
Vit: 80+10
Agi: 51+2
Int: 1+0
Dex: 30+6
Luk: 3+4

Comments: My ex-favorite build. You get almost the full advantage that a full
Vit knight would get, and you also get a nice boost to your attack speed
from the agi, and you can also dodge boss monsters like the orc hero 50%
of the time! Even the stronger ones like baphomet will still miss you
1/3 of th time.

Agi/Vit Hybrid

Str: 20
Dex: 25
Agi: 40
Vit: 30
Agi: 50
Str: 30
Dex: 30
Vit: 39
Agi: 80
Vit: 51
Str: 40
Dex: 25
Luk: 31
Str: 72
Agi: 99


Here are what your finishing stats should look like:

Str: 72+8
Vit: 39+10
Agi: 99+2
Int: 0+0
Dex: 25+6
Luk: 31+4

Comments: This build is great if you use it right. You will have the
complete dodging ability of the agi knight, with some vit, a little
luck paired with crit gear and you'll have almost as much crits as the
agi/critical knight, and you'll also have some vit for quite a bit
of extra HP and some defense. This build is basically a bit more of
a defensive version than the pure agi knight, and the agi/crit knight.
This build is my personal favorite, as it concentrates more on dodging
a ton while still having some vitality, and it sacrifices some str but
with all that agi and some luck, you'll still be doing really good damage.


Vit-Agi Hybrid

Str: 20
Dex: 20
Vit: 20
Agi: 20
Vit: 30
Agi: 30
Vit: 40
Agi: 40
Str: 30
Dex: 25
Vit: 50
Agi: 50
Str: 50
Dex: 30
Vit: 65
Agi: 65
Str: 60
Dex: 31
Vit: 65
Agi: 68
Luk: 3
Str: 92

This is what your stats should look like when your finished:

Str: 92+8
Vit: 65+10
Agi: 68+2
Int: 1+0
Dex: 31+6
Luk: 3+4

Comments: This build really isn't that popular, but I don't see why it
wouldn't work pretty good, even though it isn't the one I use, that's
just my preference. With good armor any knight that has 50+ vit can get
some damn good defense. You get a pretty close to even amount of both Vit
and Agi, which makes you very balanced.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XII. Intelligence builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This build is actually suprisingly good, if you know what you are doing
and you have a priest with you at all times. What you try to make out of
this build is a complete bowling bash freak, that takes out everything
with bowling bash, and doesn't really have to worry about SP. You Will
kill everything so easily and fast it'll be crazy. Starting stats are
9 str, 9 dex, and 9 agi. The stats are as follows.

Str: 30
Int: 30
Dex: 28
Str: 50
Int: 50
Str: 70
Int: 70
Str: 90
Int: 90
Str: 92
Int: 99

This is what your stats should look like when you are maxed:

Str: 92+8
Agi: 9+2
Vit: 1+10
Dex: 28+6
Int: 99+4(or more)
Luk: 1+4

Comments: Supprisingly, this build has proved itself to be very good.
That is of course, if you constantly have a priest with you. You can
constantly BB without having to worry about SP, and if you have a priest
with you, you obviously don't need too much def, as long as he is a pure
int priest. Infact, a pure int priest with an str/int knight could
possibly be one of the most powerful combos in the game. Oh yes, and the
+4 int is assuming your using two earings for faster SP recovery.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XIII. Luck builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These builds concentrate on ignoring enemy flee and defense by making
themselves crit a ton. Personally, for these types, I would recommend
having agi instead of vit, however, there are some making vit crits and
I guess thos would be ok too, it just seems like you would want to take
full advantage of two hand quicken and crits by going agi. Anyway, here
are the builds at the stats.

Agi/Luk - starting stats are 9 agi, 9 str, 9 dex.

Str: 20
Agi: 50
Dex: 20
Str: 40
Agi: 80
Dex: 25
Str: 50
Luk: 30
Agi: 90
Str: 70
Luk: 50
Str: 72
Agi: 98
Luk: 55

Ending stats should look like this:

Str: 72+8
Agi: 98+6
Vit: 1+10
Dex: 25+6
Int: 1+0
Luk: 55+4

Comments: This build is growing more and more popular, for good reason
too. Most of the higher level monsters have a ton of def and agi, but
if you have a high crit rate, you can cancel out both of those and
constantly deal maximum damage. However, against mobs, you will suffer
harshly.

Vit/Luk - starting stats 5 vit, 5 dex, 9 str, 9 luk

Str: 20
Vit: 50
Dex: 20
Str: 40
Vit: 80
Dex: 25
Str: 50
Luk: 30
Vit: 90
Str: 70
Luk: 50
Str: 72
Vit: 98
Luk: 55

Ending stats should look like this:

Str: 72+8
Agi: 1+2
Vit: 98+14
Dex: 25+6
Int: 1+0
Luk; 55+4

Comments: I don't think this build would work very good, but, I guess
the people that chose it seem to think it's decent, although it seems to
me that Agi/Luk would be better.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XIV. Strength/Dexterity builds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These builds try to make strength and dexterity so high that they can
hit almost anything if not everything 100% of the time, and be able to
punch through almost anything's defense with their amazing power. At
higher levels, these guys are really good, as long as they have good
armor to make up for their lack of defense, or a priest (preferably both).
These guys can also prove to be major agi character killers in PVP. There
are two types of these guys as well, ones that go all out str and dex, and
others that only get dex to 75 or so, which is good enough for most things,
except some assassins in PVP, and they put the rest of their points into
usually vit, maybe some do agi or int,. I will put the stats for all types
here. The starting stats for these guys are 9 str, 9 dex, and 9 agi or luk,
it doesn't really matter. The level up stats are as follows:

pure STR/DEX

30 Str
30 Dex
70 Str
50 Dex
92 Str
90 Dex
99 Str
99 Dex

Here is what your finishing stats should look like:

Str: 99+8
Agi: 9+2
Vit: 1+10
Dex: 99+6
Int: 1+0
Luk: 1+4

Comments: This is assuming you put the stats into agi at the start,
you can chose luck though. I don't think that the 99+6 dex is really
neccessary, and the build I'm going to list below is probably better.
This build would really kick major ass though, with over 110 str
(assuming you equip rings for more power), and so much hit rate, you hit
all the time and for insane damage. Unless of course your up against an
assassin with 99+20 agi and has a flee rate of 250+.

Str/Dex/Vit - These guys will put points into vit as well, so they can
actually take quite a few hits before dying, but still maintain a very
high Str and Dex so they can do lots of damage and hit most of the time.
Starting stats are 9 str, 5 dex, 5 vit, and either 9 agi or 9 luck.

20 Str
20 Dex
50 Vit
30 Str
30 Dex
67 Vit
50 Str
40 Dex
80 Str
50 Dex
92 Str
75 Dex

Your finishing stats should look like this.

Str: 92+8
Agi: 9+2
Vit: 67+10
Dex: 75+6
Int: 1+0
Luk: 1+4

Comments: I didn't put any stat bonuses here except for the ones you get
naturally from job levels. So just wear whatever accessories and stuff
you want. This build seems to work pretty good, although they don't have
as much vit as needed, they are quite soloable, as they have enough vit
to survive, since they can kill so fast.

Str/Dex/Agi - This build tries to have high str and dex, and some agi to
be able to dodge. Starting stats are 9 str, 9 dex, and 9 agi.

20 Str
20 Dex
50 Vit
30 Str
30 Dex
69 Agi
50 Str
40 Dex
80 Str
50 Dex
92 Str
75 Dex

Finishing stats should look like this:

Str: 92+8
Agi: 69+2
Vit: 1+10
Dex: 75+6
Int: 1+0
Luk: 1+4

Comments: I don't think this build would be very good, for the fact that
you don't have enough agi/flee rate to dodge the stronger monsters enough
so the agi really doesn't do anything except add on to attack speed.

Str/Dex/Int - This build concentrates on constantly BBing for massive
damage. With high dex and str, your BB will almost always hit and do a
ton of damage. Starting stats for this build are 9 str, 9 dex, and 9 agi
or luck.

20 Str
20 Dex
30 Str
30 Dex
50 Str
40 Dex
80 Str
50 Int
60 Dex
92 Str
67 Int
75 Dex

Finishing stats should look like this:

Str: 92+8
Agi: 9+2
Vit: 1+10
Dex: 75+6
Int: 67+0
Luk: 1+4

Comments: This build seems like it would be pretty good. However, you
would have to rely on a priest to be with you at all times. With a priest,
though, you will be able to be really powerful. If you make this type,
you should get a pure int priest with a high level magnificat and blessing,
and this build could probably be quite good.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XX. Making your own custom build
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Not everybody wants to use the builds in this guide all the time, nor
do I recommend it. The builds in this guide are only here for you to base
what stats you may want off of it. Infact, I can garuntee you NONE of the
builds in this guide will make your knight be as truely effective as it can
be. I also have them here for people who might want to try them out, just to
see what they are like, but they won't be as good as they could be if you
tweaked the stats a bit to your liking. Therefore I have created this new
section, making your own custom build. As you might expect this section will
give you some basic tips to think about when creating your own custom build.
First, here is a link to a stat calculator, it will allow to create your own
builds using the stat simulator.
http://129.241.151.35/ragnarok/calc/calc.html
Now that you have the link to the stat calculator, all you really need
is just a few guidelines on how to make a build that will work. First,
you need to decide whether you want your build to be more offensive or
defensive. Defensive should raise the stats VIT and AGI pretty high, thus
creating somewhat of a hybrid. Offensive to the extreme would want a ton
of agi, and maybe only a little vit. Or if you want a mix you could just
choose one of the defensive stats, or get both to a decently high level.
Next thing you should decide is whether you want more agi, more vit, or
if you should choose to, raise them equally. They all have their good and
bad points, you have to choose for yourself which one your going to use,
and how you are going to raise your other stats to be most effective. Then,
one last thing you must decide for yourself is if you want to be able to do
a lot of critical attacks, if so, then you should raise luck up several points.
NEVER raise luck as high as your other main stats though, it's a major waste
of skill points. Having all that in mind, just keep in mind that there are many
good builds out there, and yours can be good too. If you would like me
to review your build for you, feel free to e-mail me and ask me what I think,
and I'll give you any tips I have.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XVI. Equipment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I will list here certain pieces of equipment that you should buy as a
Swordsman in the order you should buy them. I will assume you can look
at this chart, decide what you want to be (1 handed sword, 2 handed
sword, etc.) and also decide whether you want to lean more towards
defense first, or offense first. This will just give you an idea of what
order to buy one two handed sword, before the next two handed sword
(note this does not apply only to two handed swords, I was just using
that as an example)

~~~~~~~~~~~~~~~~~
One handed swords
~~~~~~~~~~~~~~~~~

Sword - 25 Attack Power. A basic sword, which you should buy after you
get about 7 or so of any item when you first start out.

Blade - 53 Attack Power. This sword works well for the time being, and
most 1 handed swordsman buy it after getting a sword.

Tsurugi - 130 Attack Power. You should get this sword as soon as you are
comfortable with your current armor situation. It is a big jump from a
Blade to this, but you save a lot of money, and a Blade works just fine
until you need this. Tsurugi will last you until you become a Knight.

Flameberg - 150 Attack Power. This sword can only be used by Knights.
You should hopefully be able to afford this as soon as you become a
Knight.

~~~~~~~~~~~~~~~~~
Two Handed Swords
~~~~~~~~~~~~~~~~~

Sword - 25 Attack Power. This is of course, the sword you buy when your
a poor Novice. This is the only one handed sword you will be using.

Katana - 60 Attack Power. You should buy the Katana as soon as you have
enough money for it. Armor can wait until after.

Bastard Sword - 115 Attack Power. A big improvement from the Katana. You
probably should get poor to decent armor in all slots before buying this
though. You will most definatly want to have a +6 or +7 Bastard Sword
over a Two Handed Sword, since it adds an extra +18 min AND max damage.

Two-Handed Sword - 160 Attack Power. You will probably want to use the
Bastard Sword +6 or +7 over this unless you are rich or lucky and
have at a few or more oridecons to pump into this, in which case this
would be the better choice.

Claymore - 180 Attack Power. This is the most powerful buyable two handed
sword as of now. Once you reach knight, you will probably want to use one
these. MOST knights will end up using this for the rest of their days, however,
those who play a lot, those who are incredibly rich, or those who are incredibly
lucky, may get one of the following swords.

Katzbalger - 175 Attack Power, +5 vitality, +10 defense. This sword is AMAZING
for VIT knights. It gives +10 defense, the same as a +4 shield would give, making
it worthwhile to use two handed swords, and it also gives +5 vitality, which will
increase you defense even more while increasing your max HP and your HP recovery
by a lot, assuming you are a VIT knight. For VIT knights, this sword would be
the best you can possibly get, however, as with most of the powerful swords,
these costs several million zenny, and are EXTREMLY rare.

Muramasa - 170 Attack Power, Critical +20%. For those agi/crit knights out there,
this sword is great. It increases your critical rate by 20%, making you crit
a TON, especially when paired up with "of counter" accessories and luck. Knights
can get their crit rate really high with this sword, making them all that more
powerful, and definatly worth the sacrifice of 10 attack power rather than claymore,
10 attack doesn't really mean that much. However, as with the others, it is
EXTREMLY valuable and rare as well.

Masamune - 200 Attack Power, Dodge + 30%, DEF = 0. This would be a very good
sword in some ways, and very bad in others. It makes us Knights dodge just as
well as Assassins, however, it also makes our defense drop down to 0, so we
take full damage when we do get hit. This sword can be really good though,
because then you don't have to worry about carrying that heavy armor, more
room for other stuff. This sword would probably only be good on really high
leveled agi knights with a priest, since they have the extra HP to make up
for when they do get hit, and since they won't get hit NEARLY as much, it'll
be good.

~~~~~~
Spears
~~~~~~

Before I start, the reason why I am only putting two spears here, is
because you will want to use one-handed swords as a swordsman, even if
you plan on using spears later on. So you are only going to need to
decide between two spears.

One Handed Spear users

Pike - 60 Attack Power. I HIGHLY suggest you DO NOT go with one-handed
spears. Just looking at the attack power you are going to have should
tell you NOT to do this.

Two Handed Spear users

Lance - 185 Attack Power. If you are going to use spears, this is the
way to go. This spear has a ton of power, and will do massive damage to
enemies.

~~~~~~
Armors
~~~~~~

Adventurers Suit - 3 Defense Power. A good armor to save up for while
your not rich enough to get anything better.

Padded Armor - 7 Defense Power. Once you get a piece of armor on every
slot available (excluding middle and bottom helmets, and accessories)
this is a good piece of armor to get.

Full Plate - 10 Defense Power. This should be the last piece of armor
you buy. You can't equip it until level 40 anyway, so you might as well
just buy every other piece of armor you can before this, unless you
can't afford it until level 40, but even then you should still try to
get the best of every other type of armor, since this is the most
expensive.

~~~~~~~
Shields
~~~~~~~

Guard - 2 Defense Power. This is good when you start off with your Blade
(assuming your going the one-handed path). It doesn't cost much, so if
you are a newbie, you can still afford it without TOO much effort. Also
note, you can buy the basic defensive equipment in any order you want,
it doesn't really matter.

Shield - 6 Defense Power. If you are going the one-handed path, you will
want to jump straight from the guard to the shield to save money. This
shield is great, as 6 defense power is a lot in this game.

~~~~~~~
Mantles
~~~~~~~

Hood - 1 Defense Power. You should get this along with the rest of your
basic armor. Although the 1 defense power isn't much, it is cheap, so it
doesn't cost much at least.

Manteau - 4 Defense Power. You should get this with the rest of your
best armor.

~~~~~~~
Helmets
~~~~~~~

Just go with whatever you want for your headgear. If you are all about
stats, your going to want to get a bone helmet, fin helmet, and iron cain.
Although, most people just want to wear whatever they think their
character looks best in, including myself *hugs his angel wings* ^_^.

~~~~~
Shoes
~~~~~

Sandals - 2 Defense Power. As said before, just buy this with the rest
of your basic defensive equipment.

Boots - 4 Defense Power. And again, just buy this when your getting the
rest of the best armor, in any order you please.

~~~~~~~~~~~
Accessories
~~~~~~~~~~~

With accessories, you will most likely want to get your hands on a clip,
because of the slot, and stuff a nice card in it, either that or get
one of the regular accessories. Once you hit level 90+, you'll want one
of the "ancient" accessories though, which don't give as much of a bonus
as the regular ones, however, they have a slot in them, so it's like a
clip with a small bonus.

~~~~~
Cards
~~~~~

As for cards, do the same thing as with accessories. If you want a
certain ability, or stat bonus, just equip that card. Here I will list a
set of cards that would be good equips for a swordsman.

Andre Card (weapon) - Raises attack power by 10. This would be another
good one, which is pretty self-explanatory. This card raises minimum and
maximum damage, making it really good.

Baphomet Card (weapon) - Makes all attacks have splashed damage within a
9 cell range, 3 X 3, enough stuff :P.

Doppleganger Card (weapon) - Unlimited attack acceleration. In other
words, it makes you hit EXTREMLY fast. If what I have heard is true, it
makes it to where you attack with the speed of 2 hand quicken without 2
hand quicken. Meaning if you used it and used 2 hand quicken, you'd be
attacking at a goddish speed.

Drake Card (weapon) - 100% damage to all size monsters. This would
really help two handed swordsman who decide they don't want to become a
knight and ride a pecopeco. Since a lot of the enemies in the game are
medium sized, two handed swords will only do 75% to most of the enemies,
making you lose a lot of damage, so this card would really help.

Soldier Skeleton Card (weapon) - +9% critical damage. For agi/crit knights,
this card is godsent. It makes you do a ton more crits, and for those who
cannot get their hands on a Muramasa (which most probably won't) a double
critical two handed sword will be the next best thing, which isn't THAT much
worse.

Skeleton Worker Card (weapon) - +15% damage to medium sized monsters.
This would help a lot since most of the enemies in the game are medium
sized monsters.

Cobold Card (accessory) - +5% criticals, +1 str. This card is great for agi/crit knights,
the only other card they might want to use for accessories is kukre, but
I think this is better, of course, oppinions do varie. Extra crits are always
nice ^_^.

Kukre Card (accessory) - +2 AGI, this card would be pretty helpful for agi knights,
considering any AGI boost for us is really nice since we don't get much of
any AGI from our job levels. Once you get to level 90+ and can equip ancient
brooches, getting +6 agi from all this, giving you +6 flee and a probable ASPD
boost, but still, crits are nice...I would go with cobold cards over this.

Spore Card (accessory) - +2 VIT, this card is nice for VIT knights, at higher levels,
each VIT increases our recovery speed by a lot, getting two of these on
slotted necklaces would be a total of +6 vit, meaning a huge boost to HP
recovery. Of course, most high level VIT knights would really want safety
rings, but those aren't nearly as easily obtainable.

YoYo Card (accessory) - +5 perfect dodge, +1 agi. This would be good for an AGI/LUK
knight as well. I'd probably use this over kukre cards, since perfect dodge
is really nice. If you want to take a more defensive rather than offensive
path, and your agi, get this instead of kobold cards. Of course, you could
always have a nice mix and get one of each ^_^.

Matyr Card (shoes) - +12% Max HP and +1 agi. This card would make a knight extremly
awesome. At level 99, if you had a good amount of VIT, you would have
17k+ HP, with this card, you can add another 2k or so to that :).

Male Thief Bug Card (shoes) + 2 Agi. As with all other AGI increasing things,
this would be good for agi knights, although, the Matyr Card is probably better
considering it's just 1 less agi for +12% Max HP, but it's your choice

Whisper Card (mantle) - +20 Flee rate. This one would really kick
butt with an AGI swordsman. At level 50 with 50 Agi, that's 120 flee, at
level 99 with 101 agi, that's 220 flee. This card is really amazing,
although very valuable as well, you might have a hard time being able
to afford one.

Raydric Card (mantle) - Form 15% tolerance against the neutral attack. In
other words, all physical attacks do -15% damage to you. This is a REALLY
great card for monsters that still hit high damage on you, even if you have
a lot of vit and some really good armor, some monsters (really just bosses)
will still hit you for over 1k damage, and this will take that down 15%.
This is a major card to get if your a VIT knight.

Steel ChonChon Card (armor) - +2 DEF. This is good obviously because, it
gives +2 DEF making you take -2% damage to from all physical attacks. Good
for VIT knights that manage to get a slotted full plate.

Female Thiefbug Card (armor) + 1 AGI. Same thing with all the other AGI increasers
on agi knights. As always, agi knights need as many bonuses from equip as they
can get ^_^.

Savage Card (armor) - + 3 VIT. This is the alternative to a Steel ChonChon card
for a vit knight. You have to decide what would be more beneficial to you,
although the +2 DEF will help you more defense wise, you have to take into
considering that VIT also raises max HP and HP recovery. Both are very nice
cards, you make the choice.

Ambernite Card (shield) + 2 DEF. This is a good card for a vit knight, obviously
for the same reason as the Steel ChonChon card is. Read above.

Andre Egg Card (shield) + 5% HP. This isn't a very big boost, but still good
for a VIT knight nonetheless. At higher levels it can give a +500 or higher
boost to HP.

Note, that Baphomet Card, Drake Card, and Doppleganger Card
would be extremly hard to get as they are bosses, and there is an
extremly slim chance to get one if you beat them, that is, IF you beat
them. These are some of the best cards that a swordsman can use, but of
course, they are hard to get your hands on them. Any other cards that
raise ATK or any base stat (especially str, agi, or vit) are also good
for swordsman, if you can't get any of the more powerful ones.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XVII. Places to level
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Levels 1-10: Any area that has porings, fabres, lunatics, pickies, or
rodas. Until you reach your first class, you won't be able to kill much
else. If this isn't your first character, and you have a bunch of zenny,
go ahead and buy a bunch of fruit healing items and level up on rockers,
as long as you have a blade, and your level 4-5, this should be the
fastest way to level, if you have the money for massive fruits.

Levels 11-20: If you go one screen south and one screen west of
prontera, you will be in rocker hill. This is a good place to level up
on, just kill rockers.

Levels 21-30: You can level up in several places. Biblian Island Dungeon
level 1 would be a pretty good place to level up, just stay away from
the jellyfish like creatures. You can also try southeast of morroc, in
the ants area. Or maybe go to other desert areas and kill pecopecos,
boas, and wolves.

Levels 31-40: You can now chose several places to level. You can try
smokie forest, biblian level 2, horns, orc village
(just avoid the orc hero, or you will be sorry).

Levels 41-50: Biblian 2 will start to be really good here, it have great
loot, enemies there aren't too strong, or aggressive, and they give good
experience. You can also try orc village some more, or bigfoots, if you
have enough agi you should dodge bigfoots a LOT, but it really isn't
recommended for VIT swordsman, since you will still get hit often and
for high damage. For later levels, I would recommend switching to goblin
village. And that is probably where you should stay the rest of your
swordy days, unless you are pure vit, you can try drainliars in coal
mines level 1.

Levels 51-60: Keep leveling where you were in the 41-50s. Biblian 2 is
still a pretty good place to level, but there are also faster places you
can level...however, along with that, they are a lot more expensive.
Personally I'd say you should level in goblin village, cause it gives
good exp until your a knight, better exp than Biblian dungeon level 2.
Once you reach a knight, continue leveling there until job level 20 or
so, and then you can go into dungeons and start killing things in there
(such as payon 3, sphynx, pyramids 2, any of the middle level dungeons)

Levels 61-70: I'd recommend Sphinx level 3 if you have a priest with you,
and maybe even if you don't have a priest with you. It's really good exp,
especially during these levels, you should be getting a ton per requiem.
If not, try payon 3/4, mids 2, maybe coal mines or biba 4 (if you have
really good def).

Levels 70+: I would highly recommend sphinx level 3 after you hit level
70. Sphinx 3 monsters give great exp, especially requiems, and they
aren't even very strong! Plus, there are also several different rares
that you can get there. Celebrant's Mitten, Wand of Occult, Old Blue Box,
Matyr Leash, Heaven Ring, and two of the best cards are in there, Matyr
Card, and Whisper Card. So not only is it a good money maker, but great
exp. When you get high enough you can go to glast heim and fight some of
the lower agi monsters if you aren't a crit/dex build, and that's probably
where you'll want to level until 99.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XVIII. Knights in PVP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I would like to thank Strato29k for inspiring me to do this section, it
didn't even cross my mind how good of a section this would be.

First off, for those who don't know what PVP is, it stands for "Player
Vs. Player" combat. What that means is, you can go into an arena, and
start fighting other players, not monsters.

I will divide this up into 3 sections. The first is "Who do knights do
good against, and who should knights watch out for." That will cover
what classes knights have an easy time pummeling into the ground, and
which ones have an easy time knocking them out. The second is
"Strategies for knights to beat every other class". This will cover the
best ways to beat other specific classes, even if they have an edge over
you. The last section is "Good equipment for knights to wear in PVP".
The equipment you want in PVP will differ greatly from the equipment you
want to use when your fighting just regular monsters.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Who do knights do good against, and who should knights watch out for
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This section is based on the experiences I've had with my knight
fighting other classes. The ratios I will give stand for about how many
times I kill (insert class here) to how many times they kill me.

Wizard - 2/3, Wizards have just a slight edge over Knights, so usually
you will want to avoid picking a fight with one. Of course, if you think
you have a chance of killing them in 1 or 2 BBs, take your best shot.

Assassins - 5/1, Knights from my experiences RARELY lose to assassins,
however I will also say that on my assassin, I've killed 4 knights and
only have been killed by one, so I guess in this, it really depends on
the skills the two have, and how they use them.

Priest - Never faught one, so I can't give information, although I see
them a lot, you really shouldn't attack them...as 1. the fight will last
forever, 2. they don't want to fight anyway, so there really isn't a
point to attacking them.

Hunters - 2/3, same as Wizards

Blacksmiths - 3/2, Knights have an edge over Blacksmiths for the most
part, however, when one has just come in the PVP room and has 500 red
potions with them, it is pretty hard to win against that...

Other Knights - 1/1, whoever wins here all depends on what skills they
have, what levels they both are, and who knows how to use the skills
they have the best. I personally kill more knights than other Knights
kill me, but I do get killed by them sometimes as well.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strategies for knights to beat other classes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are the strategies to beat other classes with your knight, even if
they have an edge.

Wizards - Well, you kind of have to be lucky here. Your best bet is to
use a peco, and get really close to them before they can cast a spell,
and a few bowling bashes/bashes should kill them. Or if you are a spear
knight, use spear boomerang, that skill does wonders against them.

Assassins - Your best bet here is to use two hand quicken, and start
bowling bashing the heck out of them. If you can get just a few good
bowling bashes/bashes in on them, that should kill them, however, if
your not that lucky or you don't have that much dex, just continue to do
regular slashes and counter a few times when you have about 10 SP, and
of course, use green herbs when they poison you.

Priests - If you want to actually take a shot at these guys, your
probably going to lose, BUT, if you insist, just run up to them, and
bowling bash/bash the heck out of them, and if they don't have much
agi/vit, they will die. However, if they start casting their silencing
spells on you, and blessing/gloria/agi up themselves...your basically a
goner, unless you have a lot of healing items/your really lucky/your 10
levels higher than them.

Hunters - Your going to want to do the same thing as you do with
Wizards. Try and bash them right off the bat. If they start to run away
from you, chase after them, but avoid traps they may drop on you. If you
run into one of their traps, you will either take severe damage (1k+
damage), or you will be unable to move, in which case the hunter will
shoot you and beat you to death with their arrows/falcon. Of course,
spear knights can use spear boomerang to hit them from a distance, but
that's only if they just so happen to be facing the right direction at
the time they get trapped.

Blacksmiths - This will basically just be a fight of who is higher
leveled/who has more healing items. Just use your most powerful skills
on them, and pray they don't mammonite you to death. Hopefully if you
hit them with strong enough skills, they won't even have time to recover
with their massive healing items. Most of the time they will take a
while to kill, since they are for the most part richer than other
characters, and have a large weight limit, they will have more healing
items than you. So basically, just let everything you have at them, and
you should win, unless you run into one of the ones with massive healing
items.

Other Knights - Just let everything you have at them, counter attack
when neccessary, two hand quicken, all the good stuff you would normally
use on monsters. This, like the Blacksmith fight, is basically just who
has more power, except this one doesn't have who has more healing items
involved in it for the most part, because your both knights, you have
about the same zenny, and about the same carrying capacity (unless one
of you was a dope and didn't put any points into str...crazy people
@_@).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Good equipment for knights to wear in PVP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As you'll be suprised to find out, you should wear different equipment
when going into PVP than you normally would fighting monsters. First
off, de-equip whatever accessories you might have, you want rosaries.
The reason you want them is because they add +5 to MDEF each, the +2 luk
each one is kinda like something that doesn't really matter too much,
but it's nice that it's there. With two of those, you will reduce the
damage mage's spells do to you by 10%. Of course, if you manage to get your
hands on a nice pair of safety rings, definatly use those ^_^. You can use
any headgear you want in PVP, preferably one that gives both physical
defense and magic defense, so you can have defense against diverse attacks.
Other than those two things, try and get things like a horn card (-50%
damage from long distance attacks) for hunters, or things like that,
where it will give you a huge edge against other classes. Also, of course,
ALWAYS use the most powerful equipment you can get, with as many +s packed
into it as you can get.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XIX. Rumors and Facts about Swordsmen in the Future
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

There are many many many rumors going around about Swordsmen and what
they are going to be like in the future. I have composed some rumors and
facts about stuff we know will happen to Swordsmen, and stuff we think
will happen to swordsmen in the future.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monster skills: The swordsman's worst nightmare, or the thing that makes
them rise to power once again?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pretty soon, in the Turtle Island patch, monsters will be able to use
skills against us. This, however, is actually pretty good for most knights,
that is, the ones who like competing against other classes. Knights have
much better survival skills than any other class (except priest of course),
but that's who you will be leveling with anyway. Basically, we have defense
and good offensive capabilities to survive attacks and kill before we are
killed. The thing is, this will indirectly make knights a little bit better
compared to other classes than they were before, because now knights have
the ability to survive monster skills better. Also, since knights are THE
most vit oriented class, status effect inflicting monsters will also have
less effect on them than they will other classes. Lets say you have a hybrid
knight with 70-80 total vit with an assassin that has 20 vit. Minorous uses
hammerfallon you both. You both get stunned, except it lasts for 4-5 seconds on
theassassin, during which time he cannot dodge, the minorous hits him 5 times
for 500 damage each, which really hurts him. You get stunned for about two
seconds, and you get hit twice, but since you have better armor, and more vit,
you only get for 300-400 damage each. Then a marduk comes up to you, firebolts
both of you. It hits you both for 1k total damage each. That assassin will have
lets say 6k hp at the most, assuming you guys are both 99, and you will have 14k
hp. Then another minorous comes along and hammerfalls once again, and the same
thing that happened the first time occurs, except this time you don't get stunned,
because your vit saved you from the stun, you kill it without getting hit, except
maybe once. Your assassin friend, on the other hand, is sitting there either dead,
having used a lot of pots and taken a hell of a long time to kill the things
because he keeps getting stunned, or still taken a hell of a long time to kill
the things but he has a priestess sitting there healing him during this time,
but under the same situation, the knight will still kill faster. Of course,
once all this occurs, other classes can still get more vit, but it won't
be nearly as effective for them as it will be for the knights in other things,
giving knights an advantage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XX. FAQ
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This section contains questions I have received in my e-mail about my
guide. Hopefully this section will solve a lot of your questions instead
of having to e-mail me. I will add questions in here as I get them in my
e-mail.

Q1. Are Knights the best class?
A1. No, Knights are NOT the best class, there is NO best class, it all
depends on the role you like to play as, every class has their strengths
and weaknesses, it just depends on personal preference. Such as, my personal
preference is the Knight, I just love them to death, hence why I did this
guide.

Q2. Can Kights solo MVPs?
A2. Yes, but as I said above, all classes have their strengths and
weaknesses, this goes for MVPing too. Any class can solo an MVP if they
have their skills set up right, they all have their own way of doing
this.

Q3. What knight build do you use, it is in this guide?
A4. I do not use any build from this guide, I have my own custom build.
If you want to make your own build as well, I will be adding a new section
to the guide allowing you to do just that.

Q4. What pairs of stats do you think go best together?
A4. Personally, I think Str goes good with just about anything, except
agi. With vit, it's great, a ton of dex and you do a ton of damage and
you won't miss, with int you can constantly use skills for a ton of
damage. My favorite pairs of stats to have be the primary stats in a
build is agi-luk, vit-str, str-dex, str-int.

Q5. What class do you think Swordsmen level up with the best?
A5. I think Swordsmen work especially well with acolytes/priests. If
your going to level with somebody, they would probably be the best to
chose as a leveling partner, IF they are pure int. Other really good
partners to have leveling up with are archers and mages. They can provide
really good backup attacks that will make you end up taking a lot less
damage than you would have alone.

Q6. Are your builds really the most common/best out there? What if I want
to change a few things?
A6. Of course not, there is no best build out there, there are many different
kinds and all can be good if you know what your doing. Infact, I DON'T want
you to follow EXACTLY what I put in my builds, that's just to give you a base
idea for building upon of how much you might want to raise each stat, of course
if you find that my builds give you exactly what you want, feel free to use it
exactly as it is shown.

Q7. You didn't respond to my e-mail, why not?
A7. Chances are either my yahoo e-mail put it in bulk, which I don't even bother
to check, or it didn't look like something interesting to read. If you put
"your guide" or "RO" in the subject box, I will almost always read it, unless
for some odd reason I don't even see that. If I don't respond to you and you
had a question of some sort, and I don't respond within 3 days, e-mail me again
and chances are you'll get a reply this time.

If this doesn't answer your question/s, and the answer isn't somewhere else
in the guide, please feel free to e-mail me asking. I will try to reply
to it as quickly as possible.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XXI. Future Updates
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I will do a fairly large update whenever they add the crusader class, and
again when they add 3rd level job classes. I also plan to add various
tips about raising a swordsman up, and finding other ways to give more
info about the swordsman class. I will also update if anybody sends me
information they think should be put up here, or maybe notify me of
typos, or any information I have that is wrong.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XXII. Thank Yous
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gravity - for creating this game
Gamefaqs - for hosting my guide
ign.com - For also hosting my guide
www.ro.pak0.com - for letting me know that lance is the best spear as of
now
Weggy - for the thinking up the original idea of an int swordie build
blu_sphere - for sending me an e-mail telling me a bunch of errors in my
FAQ, informed me of a few new things, and reminded me to update with
some old things I have been meaning to add.


This is all for now, you will be put on this list if you notify me of
any typos, incorrect information, or if you just feel something needs to
be put up here, and I end up correcting/adding to this guide because of
it. Just send an e-mail to vgmaster88@yahoo.com of what needs to be
changed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XXIII. Contact Me
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here is a section of the various ways to contact me.

iRO - Darren (Knight), Angelic Priest (Priest), Carrot King (Blacksmith)
Aim - VGmaster88 (on privacy, try to page me on the forums or e-mail to get
on my buddy list)
E-mail - VGmaster88@yahoo.com (note, I don't read my hotmail e-mail)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XXIV. Legal Information
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gamefaqs and ign.com are the ONLY sites allowed to host my guide as of now. If you
want to put my guide up on your site, just send me an e-mail telling me
the URL of the site it is going to go on, and I will more than likely
give my approval. However, do not put this guide up on your site until I
do give my approval.



 
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